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grumpycat
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DWEMER INTERIORS [skv1991 // To be worked on with Ravanna]

This set is to be worked on with Ravanna. He has come up with some concepts but needs help. If you are interested talk to us and we will give you more information.

Here is an example of some concepts

 

All the models in this thread need to be redone for legal and esthetic purposes before we will do a release . If you feel like you can contribute by doing some or all of these models then please leave a comment at the bottom of this thread.

Let us know what 3d modeling program and also what year it is you use, as we need to find out if we need to convert the files for you or get you setup with appropriate importers.

We are also looking for people who can compare a similar tileset done by our partner project Siligrad Tower to match up models, so that its less work. We need long time lurkers who want to do grunt work basically. Time to help, if you want to play the game.

Edited by: grumpycat on 12/08/2014 - 17:49
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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr2_06.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr2_07.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr3_00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr3_02.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr4_00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr4_02.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr4_03.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr4_04.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_corr4_05.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_doorjam00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_lift00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_obsrv00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_obsrv10.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_oilslick00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_shaft00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_shaft10.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_towerint00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_wall00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\dwrv_wall10.nif"

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The following models are

The following models are actually replaced assets by the modeler Phitt.

However these could be replaced for consistency with the design imagined by Ravanna.

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr1_00.nif"

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"Data\meshes\morrowind

"Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr2_00.nif"

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"Data\meshes\morrowind

"Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr2_01.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr2_02.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr2_03.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr2_04.nif"

grumpycat
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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr2_05.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr3_01.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr4_01.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Corr4_04.nif"

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"Data\meshes\morrowind

"Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Hall2_00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Hall3_00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Hall4_00.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Hall4_01.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Hall4_02.nif"

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"\Data\meshes\morrowind

"\Data\meshes\morrowind\architecture\dwarven\interior\ENV3D_INT_DWE_PHITT_Hall4_03.nif"

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I registered just for this

I registered just for this comment. Awesome project lads.

If i happen to have spare time I might try out on this one. I have some experience and I am currently working on 2 game projects. In my off-time from University/Projects I could have a go at it.

But now lets cut to the chase. I dont think the differences Matter. Morrowind and Skyrim are far apart. You could argue that the Dwemer adjusted their architecture to the location. Maybe they have been built in slightly different times. Who knows. I think before we overhaul the Morrowind style if an adjusted Skyrim style that may look "off" we should just polish up the old style and stick to it. 

Looking at the pictures I already see lots of flat detail I would extrude to have them more prominent. So as said. I am a little clueless on how to apply for this, and what exactly to do. But I would help if helps needed. Which I hope it is. Morrowind with all its nature quests and lore freshend up in the Skyrim beauty is my gaming dream come true. 

By the way, is it also considered to take a hit on the mainland? Or is it just planned to finish Vvardenfell?

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I know this is unlikely but

I know this is unlikely but er, is there any chance that everycomponent was scaled x2, and somehow we keep the locations of the clutter relatively speaking? guessing not, but that would certainly cure the lack of impressive archi scales.
for now we may have to resort to modelling higher cielings

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is there any chance that

is there any chance that everycomponent was scaled x2, and somehow we keep the locations of the clutter relatively speaking?

We could do a calculation of each room by taking the center, then for each object translate it 2x its distance and angle from center point to its original position...or...no.

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Well, we can take the

Well, we can take the arrangement of assetts and pivot every mesh to its center.

(if i am allowed to speak of this as "we"). i do not know if the pivot reset can be done in the CK.

HOWEVER. I can import all Assetts into 3ds max, reset the pivots and then someone (more experienced with the construction kit) can translate all assetts roughly 2x times away from the room center. that way we will have them pivot centered and all in the correct spot. all thats left to do then is rescale them by factor 2. then i can start on reworking models accordingly. once an assett is done it can just be reimported into the CK and replace the old model. so it will have the correct size and place. 

Dont know if thats the best way, but it certainly is one.

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My wife and I were looking at

My wife and I were looking at these pieces the other day, and had some ideas I want to run by you guys...

- Currently, all of the standard Dwemer ruin pieces have pipes built into the shells. Should we divorce these pipes from the shell pieces, and instead make a modular pipe set that can be placed anywhere within the shells, so that designers can build whatever configuration they want? (i.e. - pipe flow puzzles, broken pipes, etc).

- Do we want to retain the ability from Skyrim to have Animunculi dispense from the walls? If so, we may want to widen the diameter of the wall pipes to match the width of the "dispenser" piece.

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hi MC, would be awesome to

hi MC, would be awesome to have some help on this :) btw, most of our communication go by the chat area, if you can disable your popup blocker, the chat will popup in your lower right screen :)

 

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Sounds good MC, the actual

Sounds good MC, the actual dwemer interior tiles we can build the utter basics, perhaps the inside of the hollowed out rock/cave, and basic metal structures for safety, then we add all the insides/corridors/machines.

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I'm new around here but I've

I'm new around here but I've got Maya 2015 and NifSkope to convert to stuff to .obj format, and Dwemer ruins have always been my favorite part of Elder Scrolls games so if help is still needed for these I'd gladly offer my time. And if you're planning on doing the rooms and pipes separately I'd be glad to focus on getting room structures done first.

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BiggArt, can you tell us a

BiggArt, can you tell us a bit about your modeling experience to help us know what level you can help?

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Well mostly I'm a painter and

Well mostly I'm a painter and a sculptor with physical media but I've used Maya and Mudbox on and off for about 3 years now. I wouldn't say I'm the most experienced modeler by any means but I know my way around the basic tools and for anything else I need to figure out I've got access to Lynda.com tutorials. I know how to model from reference images and while most of my experience is with character modeling, I know this is probably more useful so landscaping and levels can get done.

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Hey BiggArt, it might be that

Hey BiggArt, it might be that we get you to help with some ornate stone work for dwemer things. Do you have any sample work for us to see?

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ok during 4 days away i will

ok during 4 days away i will design every single thing needed to creature modular pieces for exteriors and interiors.

For best results we're going to have to use the original layout as a basic path but most of the detail will come from landscapers.
Piping, rock hollows, corridors, everything will be a seperate mesh that will slot together.

Hugo is looking at doors atm, i'll also design some.

When i return, I will give a swift kick to anyone who signed up for dwemer and get us all working.

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First doors are done (HPI).

First doors are done (HPI). Hope you will like the way they open

Need some help from level designer as I cannot imagine how these doors can be put in the world